Stellaris

Stellaris

53 ratings
Pirate Waves
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
23.448 KB
Feb 17, 2017 @ 1:42am
Jun 2, 2017 @ 5:30am
28 Change Notes ( view )

Subscribe to download
Pirate Waves

Description
Stellaris version supported: Adams v1.6
There's already Pirates Waves 2!

Pirate Waves
This mod spawns pirate fleets continuously and endlessly. The composition of the fleets will depend on the fleet power the most powerful player country in the galaxy has and the amount of pirate ships left in the galaxy, as well as the fleet power of the country that's closest to where they appear. If the fleet power is low the composition of the fleets will be weak. If it's high a pirate fleet might contain up to 5 galleon-type ships and enough smaller ships to force you to send a portion of your fleet to defeat them or they might cross half the map without any opposition.

Every wave will start at a random asteroid in the galaxy. A pirate station of corresponding tier will appear at the asteroid as well as the fleet. The pirate waves will never end while the mod is active.

Pirate fleets will attack nearby research and mining stations and are also very interested in the possibility to set up new stations at asteroids. They will return to rest at the station they first appeared at as long as it exists.

I wrote this mod as a companion mod for Novio Magnum but it is not required.

There's also Monster Waves 3 which does the same but with monsters.

If you want to increase your static defenses (and those of the AI) you could check out my lightweight Military Station Fortifier mod. It will also increase the power of military stations added through mods like NSC.

Settings
You can use the "Pirate Waves" policy settings to set the chance they will appear.

The minimum chance is 1% (averaging 1 pirate fleet every 100 months) but you can increase this to up to 100% (averaging 1 pirate fleet every month). Default chance is 4% (averaging 1 pirate fleet every 2 years and 1 month).

Multiplayer
In a multiplayer game the policy of a random player (who has not disabled spawning using the edict) will be used to determine the spawn chance. If all players except the host disable the mod using the edict only the policy settings of the host will be used.

Disabling
You can disable the Pirates Waves with a country edict called "Disable Pirate Waves" which will stop them from spawning while active. If you decide to disable this mod in the game loader new pirates will no longer spawn and existing pirates spawned with this mod will no longer move from system to system.

Tiers
There are 10 different tiers. Every tier has it own requirements that have to be met before a fleet and station of that tier can be created. These are the requirements per tier:
  • Tier 1: a player country has 5k fleet power and there are less than 3250 pirate ships left in the galaxy.
  • Tier 2: a player country and the closest country have 15k fleet power and there are less than 3000 pirate ships left in the galaxy.
  • Tier 3: a player country and the closest country have 25k fleet power and there are less than 2750 pirate ships left in the galaxy.
  • Tier 4: a player country and the closest country have 37.5k fleet power and there are less than 2500 pirate ships left in the galaxy.
  • Tier 5: a player country and the closest country have 62.5k fleet power and there are less than 2250 pirate ships left in the galaxy.
  • Tier 6: a player country and the closest country have 100k fleet power and there are less than 2000 pirate ships left in the galaxy.
  • Tier 7: a player country and the closest country have 125k fleet power and there are less than 1750 pirate ships left in the galaxy.
  • Tier 8: a player country and the closest country have 150k fleet power and there are less than 1500 pirate ships left in the galaxy.
  • Tier 9: a player country and the closest country have 200k fleet power and there are less than 1250 pirate ships left in the galaxy.
  • Tier 10: a player country and the closest country have 250k fleet power and there are less than 1000 pirate ships left in the galaxy.

Designs
This mod uses alternative ship designs for all the pirates. All components used in the designs are level 1. The design may include scout wings, swarm missiles, regenerative tissues, combat computers, autocannons, plasma throwers. The Flying Dutchman (Galleon) has kinetic artillery and a mega cannon. The station makes use of the minefield and nanobot cloud auras. All pirate ships use hyperdrives.

This mod does not include new models; all pirate ship models are from the Vanilla game. This includes the pirate scout wing models.

Compatibility
Should be compatible with all other mods.

Notes
An event will be added to your situation log after encountering pirates for the first time containing an overview of the interaction with them.
46 Comments
ScepraX  [author] Jun 9, 2017 @ 7:22am 
Pirates Waves 2 is out.
ScepraX  [author] Jun 7, 2017 @ 9:36am 
A new version is coming soon. It will require a new game to work. Includes multiple difficulty levels you can set though policy settings, pirate stations that spawn fleets, fleets that build stations and 15 fleet and station tiers. They will also appear outside of country borders whenever possible.
ScepraX  [author] Jun 3, 2017 @ 6:47am 
@Hyren: I did some tests and even with all the mentioned mods enabled the pirates still spawn when I start a new game and execute the test.
ScepraX  [author] Jun 3, 2017 @ 4:21am 
@Hyren: it almost certainly has to be a mod conflict. As this mod does not overwrite Vanilla files it should be another mod that overwrites Vanilla files concerning pirates, thus resulting in an invalid setup. I'd need more information, preferably the log files or an overview of the mods you're running to find out what the problem is. Most probable is a mod that overwrites the pirate ship sizes, but I can't be sure without additional technical information.

It won't be Monster Waves 3 that creates this problem. That I can state for sure.

You could perform a simple test to check which part of the code works: if you execute the command "event pirate_waves.100" in the console 10 pirate fleets should spawn. I use this for testing purposes.
Doc Jun 3, 2017 @ 4:03am 
I can at least vouch for running this with Monster Waves 3. You'll see both spawn properly.
Doc Jun 2, 2017 @ 7:24am 
Applause.
ScepraX  [author] Jun 2, 2017 @ 5:35am 
Latest update: the strength of the pirate fleets will always be based on the closest country. The admiral of the fleet will also be of the same species.
Gearknot Jun 1, 2017 @ 4:17pm 
@Sceprax Sounds like a great idea, i was having the same issue as doc, my fleet power was much higher than everyone elses.
ScepraX  [author] Jun 1, 2017 @ 2:41pm 
@Doc: I'm thinking about also only allowing Pirates to spawn in systems owned by another country.
Doc Jun 1, 2017 @ 1:37pm 
Well that sounds great, checking it out now.